Hi Michael and all,
Well, as I did explain in a previous post I don't have any sound effects 
of those kind of weapons so I would be coming at this pretty bare. 
However, please keep in mind I have decided to just drop anything to do 
with Montezuma's Return/Revenge altogether. The story line, weapons, 
traps, are all going to change somewhat.
As plenty of people have pointed out if this temple has been explored 
before by other adventurers/explorers they would have left behind things 
like first aid kits, guns, ammo, or whatever as they met their fait by 
the hand of the skeleton warriors, rattle snakes, and other monsters inside.
 From a strictly replay value standpoint I have been repetedly asked to 
randomly generate monsters, randomly move treasure items around, etc. 
They only way I could do that is convert the game over to my new engine 
Genesis 3D  which would make it an FPS title. That would totally 
disappoint those looking for a side-scroller. In short the game is in a 
mess of a state.

Michael Feir wrote:
> One angle here might be fatigue. The more often you swing the sword within a 
> short time, the slower you can swing it again. I think you should stick to 
> historical weapons and not go all modern on us.
> Michael Feir
> Creator and former editor of Audyssey Magazine
> 1996-2004
> Check out my blog at:
> www.blindspots.net
>   


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